News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: slidelljohn (a.k.a.[J]) snes projects page  (Read 19186 times)

SCO

  • Full Member
  • ***
  • Posts: 129
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #80 on: July 02, 2019, 05:47:16 am »
retroarch snes9x has a flicker reduction option. I don't know if it works here.

Zimgief

  • Jr. Member
  • **
  • Posts: 65
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #81 on: July 02, 2019, 07:09:11 am »
Yeah, but i'm more interested in playing the game on official hardware, whether the original system, or Snes Mini (CANOE emulator). :)

No problem for Parodius. The fact is I'm not too fond of it either. I'll see if I manage to track down the value (in fact, I am able, using Snes9x, to know which ram adress is affected when changing the difficulty in the options ($1FB8), but from there, I don't know what to do).

Looking at the arcade version, I'm thinking of another improvement. In arcade, during the boss fight in Plant Stage, bullets are displayed ABOVE the boss, which means they are always visible. Whereas on SNES, they are displayed UNDER, which means they become invisible when he's nearing you. That is unfair. Could it be changed?

slidelljohn

  • Sr. Member
  • ****
  • Posts: 250
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #82 on: July 02, 2019, 08:19:53 am »
Well I guess since you took the initiative to find the ram location I
can help you figure parodius out.

Not sure if you know how to run a trace or not with geigers snes debugger
but just check cpu under logging in the debug console and it will start
tracing the cpu asm code to a file where your rom is with .log extension.
When you check the cpu box you also have to ether hit run or click on the
emulators screen so the snes will play. Uncheck the cpu when you are ready
to stop tracing code.



This is the line of code that stores the value in ram at 7e:1fa8
$82/8281 99 A4 1F    STA $1FA4,y[$81:1FA8]

$81:1FA8 = $7e:1FA8 in snes lorom memory mapping


Code: [Select]
Disassembly:
$82/824F A9 07 00    LDA #$0007              //max difficulty
$82/8252 85 12       STA $12    [$00:0012]   //


Disassembly:
$82/8262 B5 24       LDA $24,x  [$00:9A60]   //
$82/8264 89 D0 01    BIT #$01D0              //
$82/8267 D0 0F       BNE $0F    [$8278]      //
$82/8269 89 20 C2    BIT #$C220              //
$82/826C F0 19       BEQ $19    [$8287]      //
$82/826E B9 A4 1F    LDA $1FA4,y[$81:B0D2]   //load
$82/8271 3A          DEC A                   //difficulty down
$82/8272 10 0D       BPL $0D    [$8281]      //
$82/8274 A5 10       LDA $10    [$00:0010]   //
$82/8276 80 09       BRA $09    [$8281]      //
$82/8278 B9 A4 1F    LDA $1FA4,y[$81:B0D2]   //load
$82/827B 1A          INC A                   //difficulty up
$82/827C C5 12       CMP $12    [$00:0012]   //
$82/827E D0 01       BNE $01    [$8281]      //
$82/8280 7B          TDC                     //
$82/8281 99 A4 1F    STA $1FA4,y[$81:B0D2]   //store
$82/8284 20 39 85    JSR $8539  [$80:8539]   //


If you want to learn how to find this stuff you can create a page
and I'm sure you would get help from me or some of the other members.
Its really not hard to learn and the more you do the better you get.

I assume you are saying the arcade system and not the arcade difficulty.
Correct me if I'm wrong with that assumption. But yea I hate that those
bullets are behind the boss. That's a good idea and I think it should be
possible.




Zimgief

  • Jr. Member
  • **
  • Posts: 65
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #83 on: July 02, 2019, 10:59:42 am »
Ok, I think I understand the idea (I tried Geiger's Snes9x Debugger earlier today, and didn't even know where to start :D). I will try (and ask help in a new topic if needed)!

Yes, I was talking about Gradius III on the arcade system. :)

About the difficulty settings in the first draft of your fast rom patch.
"Elite, master, expert and pro" are not very explicit, don't you think? The names could be switched, no one would tell the difference.
Here are some ideas (maybe good, maybe not):
With 8 levels of difficulty : "easy 3, easy 2, easy 1, normal, hard 1, hard 2, hard 3, arcade".
Or with only 5 levels : "novice, easy, normal, hard, arcade", with novice being the original easy, and easy something between the original easy and normal.
In any case, I feel everything should be unlocked by default, except "arcade", the hardest (keeping the same way to unlock as in the non-modded game).

slidelljohn

  • Sr. Member
  • ****
  • Posts: 250
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #84 on: July 02, 2019, 03:41:35 pm »
I usually use geigers debugger for when I want to trace code.
For graphics hacking I use vsnes to look at snes9x(geigers)
save states and for in game I use bsnes plus. You could pm me
too if you ever have any questions with snes hacking but it
is good to post in the forum just so other people can learn
as well.

The difficulties that I added I just did for fun and I haven't
decided yet if it is something that I want to keep. If I do
decide to keep the new difficulties I would definitely be open
to suggestions of what could be best for it. It doesn't have to be
"Elite, master, expert and pro". That was just the best option
that I could come up with at the time that I made the hack.
I'm not sure about how to set up unlocking the difficulties
but I was leaning towards having the extra 5 difficulties unlock
as you beat the current hardest level.

I do like hearing other peoples suggestions on stuff like this.
2 heads will always be better than 1 and 3 better than 2. ;D

niuus

  • Jr. Member
  • **
  • Posts: 74
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #85 on: July 02, 2019, 08:05:47 pm »
It works, no problem. Tried (start + b) +a, got to bubble stage.

niuus, maybe make sure you press a + b, THEN (without releasing  a + b) press start?

@niuus
Did you get it to work yet?
Sorry for the late reply, finally returned to my computer today. So! It works! The test led me to the Bubble Stage. Does this patch include the optimization or can i just stack it against one of your previous patches? (Optimization only, or SA-1 Optimization)

slidelljohn

  • Sr. Member
  • ****
  • Posts: 250
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #86 on: July 03, 2019, 12:17:19 pm »
I made it to work on a non modified gradius 3 but I think it should work on the
fastrom hack I made. I don't have a working SA-1 Optimization, vitor does. I don't
think the patch is compatible with vitor's SA-1 Optimization but my source is
included with the patch so anyone could very easily make it compatible with any
gradius 3 hack.

I'm trying to submit the level selection patch with a updated readme but I'm having
a little bit of trouble submitting it. Hopefully I can get it figured out soon.

Just now submitted the patch.
« Last Edit: July 03, 2019, 01:25:13 pm by slidelljohn »

Zimgief

  • Jr. Member
  • **
  • Posts: 65
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #87 on: July 10, 2019, 03:47:36 am »
Playing Gradius III on Gradius Collection for PSP, I tried Beginner Mode and noticed a really good idea for improving accessibility (so, for a patch separate from the fast-rom hack):

- each time you die, you do not lose ALL your power-ups, only the higher one, probably in this order : option (one at a time), double/laser, missile, speed (one at a time). Maybe losing options all at a time would be better (same for speed)
- plus, dying does not reset your position on the power-up bar. If you are on laser and die, you will still be on it, so if you lost it you can get it asap, or if you lost option, you can get to it faster.
 
If these changes are feasible, maybe you (or maybe Aaendi  or darkmoon2321), would be interested in implmenting them?
« Last Edit: July 10, 2019, 07:11:09 am by Zimgief »

IrohDW

  • Jr. Member
  • **
  • Posts: 38
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #88 on: July 10, 2019, 08:37:43 pm »
Wow John, a few years pass and you go from graphics hacking to making mod chips, as well as advancing SNES Emulation in general. Well done. :thumbsup:

niuus

  • Jr. Member
  • **
  • Posts: 74
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #89 on: July 31, 2019, 08:41:28 pm »
I made it to work on a non modified gradius 3 but I think it should work on the
fastrom hack I made. I don't have a working SA-1 Optimization, vitor does. I don't
think the patch is compatible with vitor's SA-1 Optimization but my source is
included with the patch so anyone could very easily make it compatible with any
gradius 3 hack.
Hey! Just a quick heads up:
Your FastROM hack: LevelSkip and Difficulty balance patches work.
Vitor's SA1 hack: Only Difficulty balance patch work.

Great work, as always.  :beer:

BTW, are you going to return to your Super Mario Kart/Top Gear full-screen hacks?

Aaendi

  • Jr. Member
  • **
  • Posts: 23
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #90 on: August 23, 2019, 09:14:52 pm »
Quote
The assembly looks like it was ether written to cause a lot of slowdowns
(which is the most likely thing) or the programmers were not that smart (I don't think
that's why the game slows down so much).

Here is another example of how the assembly throughout the rom was programmed that could
cause slowdown.

This asm is traced from gameplay when a enemy is killed.
Code: [Select]
$02/8502 F0 01       BEQ $01    [$8505]      A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIZCHC:1072 VC:017 00 FL:454
$02/8505 74 02       STZ $02,x  [$00:0902]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIZCHC:1094 VC:017 00 FL:454
$02/8507 B5 14       LDA $14,x  [$00:0914]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIZCHC:1132 VC:017 00 FL:454
$02/8509 30 06       BMI $06    [$8511]      A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIZCHC:1170 VC:017 00 FL:454
$02/850B A6 FC       LDX $FC    [$00:00FC]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIZCHC:1186 VC:017 00 FL:454
$02/850D 5C B4 8D 00 JMP $008DB4[$00:8DB4]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:1218 VC:017 00 FL:454
$00/8DB4 74 04       STZ $04,x  [$00:0904]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:1250 VC:017 00 FL:454
$00/8DB6 74 08       STZ $08,x  [$00:0908]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:1288 VC:017 00 FL:454
$00/8DB8 74 0A       STZ $0A,x  [$00:090A]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:1326 VC:017 00 FL:454
$00/8DBA 74 0C       STZ $0C,x  [$00:090C]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:1364 VC:017 00 FL:454
$00/8DBC 74 0E       STZ $0E,x  [$00:090E]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0034 VC:018 00 FL:454
$00/8DBE 74 00       STZ $00,x  [$00:0900]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0072 VC:018 00 FL:454
$00/8DC0 74 02       STZ $02,x  [$00:0902]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0110 VC:018 00 FL:454
$00/8DC2 74 14       STZ $14,x  [$00:0914]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0148 VC:018 00 FL:454
$00/8DC4 74 06       STZ $06,x  [$00:0906]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0186 VC:018 00 FL:454
$00/8DC6 74 10       STZ $10,x  [$00:0910]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0224 VC:018 00 FL:454
$00/8DC8 74 12       STZ $12,x  [$00:0912]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0262 VC:018 00 FL:454
$00/8DCA 74 16       STZ $16,x  [$00:0916]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0300 VC:018 00 FL:454
$00/8DCC 74 18       STZ $18,x  [$00:0918]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0338 VC:018 00 FL:454
$00/8DCE 74 1A       STZ $1A,x  [$00:091A]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0376 VC:018 00 FL:454
$00/8DD0 74 1C       STZ $1C,x  [$00:091C]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0414 VC:018 00 FL:454
$00/8DD2 74 1E       STZ $1E,x  [$00:091E]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0452 VC:018 00 FL:454
$00/8DD4 74 20       STZ $20,x  [$00:0920]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0490 VC:018 00 FL:454
$00/8DD6 74 22       STZ $22,x  [$00:0922]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0528 VC:018 00 FL:454
$00/8DD8 74 24       STZ $24,x  [$00:0924]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0566 VC:018 00 FL:454
$00/8DDA 74 26       STZ $26,x  [$00:0926]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0604 VC:018 00 FL:454
$00/8DDC 74 28       STZ $28,x  [$00:0928]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0642 VC:018 00 FL:454
$00/8DDE 74 2A       STZ $2A,x  [$00:092A]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0680 VC:018 00 FL:454
$00/8DE0 74 2C       STZ $2C,x  [$00:092C]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0718 VC:018 00 FL:454
$00/8DE2 74 2E       STZ $2E,x  [$00:092E]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0756 VC:018 00 FL:454
$00/8DE4 74 30       STZ $30,x  [$00:0930]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0794 VC:018 00 FL:454
$00/8DE6 74 32       STZ $32,x  [$00:0932]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0832 VC:018 00 FL:454
$00/8DE8 74 34       STZ $34,x  [$00:0934]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0870 VC:018 00 FL:454
$00/8DEA 74 36       STZ $36,x  [$00:0936]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0908 VC:018 00 FL:454
$00/8DEC 74 38       STZ $38,x  [$00:0938]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0946 VC:018 00 FL:454
$00/8DEE 74 3A       STZ $3A,x  [$00:093A]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:0984 VC:018 00 FL:454
$00/8DF0 74 3C       STZ $3C,x  [$00:093C]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:1022 VC:018 00 FL:454
$00/8DF2 74 3E       STZ $3E,x  [$00:093E]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:1060 VC:018 00 FL:454
$00/8DF4 6B          RTL                     A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE3 P:envmxdIzCHC:1098 VC:018 00 FL:454

$00/F425 B5 2E       LDA $2E,x  [$00:092E]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE6 P:envmxdIzCHC:1142 VC:018 00 FL:453
$00/F427 89 00 04    BIT #$0400              A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE6 P:envmxdIZCHC:1180 VC:018 00 FL:453
$00/F42A F0 06       BEQ $06    [$F432]      A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE6 P:envmxdIZCHC:1204 VC:018 00 FL:453
$00/F432 89 02 00    BIT #$0002              A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE6 P:envmxdIZCHC:1226 VC:018 00 FL:453
$00/F435 D0 18       BNE $18    [$F44F]      A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE6 P:envmxdIZCHC:1250 VC:018 00 FL:453
$00/F437 B4 0A       LDY $0A,x  [$00:090A]   A:0000 X:0900 Y:DD2A D:0000 DB:01 S:1DE6 P:envmxdIZCHC:1266 VC:018 00 FL:453
$00/F439 C0 C0 FF    CPY #$FFC0              A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:envmxdIZCHC:1304 VC:018 00 FL:453
$00/F43C 30 05       BMI $05    [$F443]      A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:envmxdIzcHC:1328 VC:018 00 FL:453
$00/F43E C0 40 01    CPY #$0140              A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:envmxdIzcHC:1344 VC:018 00 FL:453
$00/F441 30 0C       BMI $0C    [$F44F]      A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:eNvmxdIzcHC:0000 VC:019 00 FL:453
$00/F44F B5 2E       LDA $2E,x  [$00:092E]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:eNvmxdIzcHC:0022 VC:019 00 FL:453
$00/F451 89 08 00    BIT #$0008              A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:envmxdIZcHC:0060 VC:019 00 FL:453
$00/F454 D0 57       BNE $57    [$F4AD]      A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:envmxdIZcHC:0084 VC:019 00 FL:453
$00/F456 AD B4 12    LDA $12B4  [$01:12B4]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:envmxdIZcHC:0100 VC:019 00 FL:453
$00/F459 0D B8 12    ORA $12B8  [$01:12B8]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:envmxdIZcHC:0140 VC:019 00 FL:453
$00/F45C F0 07       BEQ $07    [$F465]      A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:envmxdIZcHC:0180 VC:019 00 FL:453
$00/F465 B5 0E       LDA $0E,x  [$00:090E]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:envmxdIZcHC:0202 VC:019 00 FL:453
$00/F467 C5 D8       CMP $D8    [$00:00D8]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:envmxdIZcHC:0240 VC:019 00 FL:453
$00/F469 10 04       BPL $04    [$F46F]      A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:eNvmxdIzcHC:0272 VC:019 00 FL:453
$00/F46B C5 D6       CMP $D6    [$00:00D6]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:eNvmxdIzcHC:0288 VC:019 00 FL:453
$00/F46D 10 3E       BPL $3E    [$F4AD]      A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:eNvmxdIzcHC:0320 VC:019 00 FL:453
$00/F46F B5 14       LDA $14,x  [$00:0914]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:eNvmxdIzcHC:0336 VC:019 00 FL:453
$00/F471 89 FF 7F    BIT #$7FFF              A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:envmxdIZcHC:0374 VC:019 00 FL:453
$00/F474 F0 33       BEQ $33    [$F4A9]      A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:envmxdIZcHC:0398 VC:019 00 FL:453
$00/F4A9 22 B4 8D 00 JSL $008DB4[$00:8DB4]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE6 P:envmxdIZcHC:0420 VC:019 00 FL:453

$00/8DB4 74 04       STZ $04,x  [$00:0904]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0476 VC:019 00 FL:454
$00/8DB6 74 08       STZ $08,x  [$00:0908]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0514 VC:019 00 FL:454
$00/8DB8 74 0A       STZ $0A,x  [$00:090A]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0552 VC:019 00 FL:454
$00/8DBA 74 0C       STZ $0C,x  [$00:090C]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0590 VC:019 00 FL:454
$00/8DBC 74 0E       STZ $0E,x  [$00:090E]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0628 VC:019 00 FL:454
$00/8DBE 74 00       STZ $00,x  [$00:0900]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0666 VC:019 00 FL:454
$00/8DC0 74 02       STZ $02,x  [$00:0902]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0704 VC:019 00 FL:454
$00/8DC2 74 14       STZ $14,x  [$00:0914]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0742 VC:019 00 FL:454
$00/8DC4 74 06       STZ $06,x  [$00:0906]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0780 VC:019 00 FL:454
$00/8DC6 74 10       STZ $10,x  [$00:0910]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0818 VC:019 00 FL:454
$00/8DC8 74 12       STZ $12,x  [$00:0912]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0856 VC:019 00 FL:454
$00/8DCA 74 16       STZ $16,x  [$00:0916]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0894 VC:019 00 FL:454
$00/8DCC 74 18       STZ $18,x  [$00:0918]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0932 VC:019 00 FL:454
$00/8DCE 74 1A       STZ $1A,x  [$00:091A]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0970 VC:019 00 FL:454
$00/8DD0 74 1C       STZ $1C,x  [$00:091C]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:1008 VC:019 00 FL:454
$00/8DD2 74 1E       STZ $1E,x  [$00:091E]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:1046 VC:019 00 FL:454
$00/8DD4 74 20       STZ $20,x  [$00:0920]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:1084 VC:019 00 FL:454
$00/8DD6 74 22       STZ $22,x  [$00:0922]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:1122 VC:019 00 FL:454
$00/8DD8 74 24       STZ $24,x  [$00:0924]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:1160 VC:019 00 FL:454
$00/8DDA 74 26       STZ $26,x  [$00:0926]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:1198 VC:019 00 FL:454
$00/8DDC 74 28       STZ $28,x  [$00:0928]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:1236 VC:019 00 FL:454
$00/8DDE 74 2A       STZ $2A,x  [$00:092A]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:1274 VC:019 00 FL:454
$00/8DE0 74 2C       STZ $2C,x  [$00:092C]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:1312 VC:019 00 FL:454
$00/8DE2 74 2E       STZ $2E,x  [$00:092E]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:1350 VC:019 00 FL:454
$00/8DE4 74 30       STZ $30,x  [$00:0930]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0020 VC:020 00 FL:454
$00/8DE6 74 32       STZ $32,x  [$00:0932]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0058 VC:020 00 FL:454
$00/8DE8 74 34       STZ $34,x  [$00:0934]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0096 VC:020 00 FL:454
$00/8DEA 74 36       STZ $36,x  [$00:0936]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0134 VC:020 00 FL:454
$00/8DEC 74 38       STZ $38,x  [$00:0938]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0172 VC:020 00 FL:454
$00/8DEE 74 3A       STZ $3A,x  [$00:093A]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0210 VC:020 00 FL:454
$00/8DF0 74 3C       STZ $3C,x  [$00:093C]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0248 VC:020 00 FL:454
$00/8DF2 74 3E       STZ $3E,x  [$00:093E]   A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0286 VC:020 00 FL:454
$00/8DF4 6B          RTL                     A:0000 X:0900 Y:0000 D:0000 DB:01 S:1DE3 P:envmxdIZcHC:0324 VC:020 00 FL:454

Does anyone see whats wrong with this asm? I found 4 different occasions that
this happens and there could be more. This also happens with each of your bullets
when they disappear.

I'm not surprised if that was one of the Treasure guys.  They hated Nintendo and I wouldn't be surprised if they tried sabotaging them.
« Last Edit: August 23, 2019, 09:21:05 pm by Aaendi »

Zimgief

  • Jr. Member
  • **
  • Posts: 65
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #91 on: August 24, 2019, 04:02:42 am »
Slidelljohn hasn't been active since 3rd July. I wonder what happenend.
I noticed that at the time, he submitted his cheat-code patch to start the game from the stage of our choice... And then the patch disappeared from the submit list, wiyhout being published.
Is it that the patch was not considered worthy pby the romhacking team, and slidelljohn got upset about it? Or did he got upset about something, then  cancelled the patch and stopped coming?
Anyway, I hope he will come back soon!

Aaendi

  • Jr. Member
  • **
  • Posts: 23
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #92 on: August 24, 2019, 09:53:45 pm »
He's probably gotten frustrated with Konami's spaghetti code, and that Vitor Vilela took credit and got news coverage for it.  It's a shame that some of the video game community is so gullible believing that Vitor Vilela made a breakthrough in programming that hasn't been done before, (I mean wasn't there a game about a fox in a space ship from 1993 that used the same trick) and once again erasing history of everybody who pulled these types of games off without dumb overpowered cheater chips.

Zimgief

  • Jr. Member
  • **
  • Posts: 65
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #93 on: August 26, 2019, 05:18:02 am »
That is understandable.
There is some beauty in cleaning code, rather than using raw power. Also, the SA-1 patch is not designed at all with players in mind, except the most hardcore maybe, as it ignores the fact that some slowdowns were useful to finish the game, and maybe even intentional (whereas slidelljohn intended to adjust difficulty, from a game design viewpoint rather than only technical).
And yet, slidelljohn was largely ignored, as opposed to Vitor Vitela. Not trying to dwarf Vitor's merits. Just that this difference in public perception is quite unfair.

slidelljohn

  • Sr. Member
  • ****
  • Posts: 250
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #94 on: August 26, 2019, 12:52:40 pm »
Sorry I haven’t been around and I should have mentioned this sooner but I just bought a house this month and I’m probably not going to be online much for the next couple of months while I get everything situated with it. I do still plan on finishing gradius 3 but for now I just need time to get situated with the house that I just purchased.

My last patch wasn’t excepted because I think it was considered a cheat hack(which is understandable) and I made several mistakes when trying to upload it.

Vitor vilela didn’t know that I was working on gradius 3 and vitor has done some great things for the snes hacking community so he deserves all the credit that he got. It’s my fault that I didn’t finish my gradius sa-1 hack.

Aaendi

  • Jr. Member
  • **
  • Posts: 23
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #95 on: August 26, 2019, 10:01:24 pm »

snesfanboi

  • Jr. Member
  • **
  • Posts: 5
    • View Profile
Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #96 on: August 30, 2019, 07:09:32 pm »
http://www.mediafire.com/file/bruu3ykabwjabu6/Gradius_III_optimization.ips/file

Here's yet another optimization patch.

Very nice, will try this tomorrow. Is it built upon the other optimizations?

Glad to see you back slidejohn!

August 31, 2019, 06:20:22 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
patch doesn't work for me, perhaps i'm doing something wrong. used lunar ips
« Last Edit: August 31, 2019, 06:20:22 pm by snesfanboi »